Patch 3.2 for Turok is now live on all platforms, and includes the following hotfixes: When loading a game, the remainingKeys is now correct. Fixed the spawning warp portals not returning the player to the last map in the right direction. Fixed the catacomb water that drains not
Patch 3.2 for Turok is now live on all platforms, and includes the following hotfixes:
When loading a game, the remainingKeys is now correct.
Fixed the spawning warp portals not returning the player to the last map in the right direction.
Fixed the catacomb water that drains not being set to the correct initial position when the map begins.
Turok has been updated on all platforms! Patch 3 Notes: Added Atari intro video. Updated Kex and Nightdive videos. Removed Acclaim intro cutscene. Save menu will now update the save slot text when all save slots are used. Fixed cheat text localization when entering in a cheat cod
Save menu will now update the save slot text when all save slots are used.
Fixed cheat text localization when entering in a cheat code.
Added a much-requested gameplay option to toggle respawning enemies off.
Added a gameplay option for enemies to always drop items no matter what the difficulty is set to.
Crosshair now scales with the size of the screen.
Trails: are smoother, no longer disappear when the enemies change animations, and their performance has been improved.
When firing the Rocket Launcher the trails no longer stop spawning smoke particles.
Crawling now uses the weapons walk animation instead of the run animation.
Particles now fade in correctly with the intended alpha values.
Sounds pause and resume when opening and closing menus.
Lowered volume of explosion sounds during the end game escape cutscene.
Maximum active sounds increased from 64 to 128.
When the music changes there’s a quick fade out.
Fixed issues with some enemies showing the wrong blood colors.
Sandworms can no longer be shot when they have died and are under the floor.
Knife makes metal impact sounds when hitting metal enemies.
The arrow head on the Bow now flashes briefly for a better indicator of the Bow's super shot timing.
After beating the Longhunter and the dam opens, water sounds now play. Removed shadow flags on 2 of the dam doors. Removed unused switch sectors from beta version only seen on the automap.
In Level 5 a shortcut from the beta version was added in, going from the outside area with the key to back inside to the catacomb hallways. The unique model used for the shortcut entrance was never correctly modeled, and it has now been fixed up.
Added in the missing startup elevator sound for tech platforms.
Sky speed now changes based on the sector properties. In Level 7, for example, the sky moves a little faster than the other levels.
Fixed walk speed value when moving diagonally.
Fixed enemies not respawning when they’re in water.
Interpolation fixes.
Minor model geometry fixes.
(Switch) You can now select up to an FOV of 120 on Nintendo Switch.
(PC) Rendering fixes when window focuses/unfocuses.
(PC) Using mods no longer prevents achievements which was the original remaster behavior.
Hey everyone! We have a new update available now for Turok that addresses issues brought to us by the community. PC Changelog: New option added to adjust automap line thickness. Automap lines are now rendered as quads, allowing the line thickness option to affect direct x and xbo
Hey everyone!
We have a new update available now for Turok that addresses issues brought to us by the community.
PC Changelog:
New option added to adjust automap line thickness. Automap lines are now rendered as quads, allowing the line thickness option to affect direct x and xbox platforms
Use correct output channels for xaudio2. Fixes reverb sounds using 2 channels
Entering or exiting a level will now set a checkpoint for the player and checkpoints will not show text or play a sound in boss maps, matching the original behavior.
Fix Vulkan syncing issues
Improvements to game logic ticker to mitigate stuttering
Rendering is disabled when the window is unfocused
When a map fails to load it will now fall back to the title screen
Fixed several Interpolation issues
All particle and wave files are now precached
Fixes to the sun's lens flare for it to be blocked by all objects.
Turok will no longer make underwater hurt sounds when taking damage in an antigravity area.
The current FOV value in the options menu will now be auto selected and an FOV of 100 was added as an additional option.
Fixed several issues with dying during the start of the Mantis and T-Rex fights.
Fixed Reset Bindings from resetting other menu options.
(Steam) Fixed the steam workshop map selection menu. It should now show all maps in user loaded mods only.
The Gallery and Credits cheats are now disabled when you’re not on the title screen.
Fixed cheats not being unlocked properly
Localized text for weapon binds and cheat messages
Fixed issues with particles not being setup correctly when spawned
Particle decals will now be correctly oriented on top of the water.
Increased damage of the Alien Weapon from 15 to 25 and explosive damage from 0-20 to 25(no falloff) with a radius of 20.
The Quad Rocket Launcher now does radius damage when impacting default surfaces such as most floors in the game. And 1 of the 4 rockets had a larger radius than it should have.
The damage the player does to enemies is now more accurate to the original on hard and hardcore difficulties.
Credits will no longer fade out from button presses at the start of the credits. You can also speed up the credits by holding down: right click, space bar or the left face button on your controller.
Thunder can now be damaged during his roaring animation matching the original game. When respawning he will run after you immediately.
Bosses no longer receive knockback force.
Restored Campaigners shield behavior. The shield's total health is 1500 and absorbs damage from explosive and energy based weapons. Other weapons still deal direct damage to the campaigner. The shield will change colors when damaged and will disappear when destroyed. All weapons will then hurt the Campaigner.
Footstep sounds will now fade out when obstructed from the player correctly. Sounds with the fadeIfObstructed flag were improved to work with any number of actors and will do less raycasting checks. This flag was also set for the raptor and purlin footsteps.
Turok’s landing sound is no longer played when landing on a warp sector.
The Fly mode cheat code in the cheat menu will now allow you to go through level geometry.
Giblets can no longer spam sounds on every frame
Player viewHeight corrected from 51.2 to 55.296
Fixed big head scales on raptor, alien, and T-Rex. Leaper now has headtracking and big head mode now works on him.
Tiny enemies and big head cheats now work in the Gallery for the Bosses and Turok.
Dropped and spawned pickups will now cast a simple shadow.
Fixes to sounds with a very low pitch.
The player will now rotate when on spinning platforms.
Turrets don't lower when frozen by shockwave weapon
Check for non solid actors in KnockbackTarget and KnifeAttack functions (swinging sacks hitting pickups)
Interpolation when zooming the automap
Many fixes and additions for modding scripts
We hope you enjoy the update! Please let us know how you get on with it in the forums.
Thanks,
Daniel G, Nightdive Studios
First-person shooters wouldn't exist as they do today without the genre's '90s explosion. Games like Doom, Quake, Marathon, Unreal Tournament, and Half-Life all came to define the FPS back then, and each is still worth trying today. This is equally true of Turok , Iguana Entertai
First-person shooters wouldn't exist as they do today without the genre's '90s explosion. Games like Doom, Quake, Marathon, Unreal Tournament, and Half-Life all came to define the FPS back then, and each is still worth trying today. This is equally true of Turok, Iguana Entertainment's prehistoric and action-infused take on proceedings. Back in 2015 prolific remaster developer Nightdive Studios made Turok easily approachable for everyone, and now the team has suddenly made it even better.
Hey Dinosaur Hunters! We have a brand new update for Turok available now ```New Features: - Support for high refresh rates. - Improved controller functionality and vibration support. - Localized Achievements. - The Brachiosaurus from a Turok beta rom has been found and recovered.
Hey Dinosaur Hunters!
We have a brand new update for Turok available now
```New Features:
- Support for high refresh rates.
- Improved controller functionality and vibration support.
- Localized Achievements.
- The Brachiosaurus from a Turok beta rom has been found and recovered. You’ll find these dinos stomping around in the Treetops level.
- You can now swap ammo types for the Tek Bow and Shotgun whenever you want, just like Turok 2.
- The Run/Walk toggle button has been added from the original game. By moving at walking speeds on the ground, you can get closer to enemies from behind before they notice you.
- You can now bind multiple weapons to the same button to cycle between them.
- Restored the High Priests homing blue magic attack and the Purlins unused leap smash melee attack.
- Restored the Gallery cheat code with the addition of viewing the Bosses and Turok. You can also preview animations on each of the enemies.
New Menu Options:
- You can reset menu options to default with the "Reset to Defaults" menu option.
- The Input Bindings menus now shows icons instead of text.
- Added binds in Action Bindings menu for Changing Ammo Type and Walk Toggle.
- Controller Options: Look Smoothing, SouthPaw (Swap Sticks), Enable Vibration and Intensity, DeadZones.
- Gameplay Options: Radial Fog, Player Shadow, Enable Walk Toggle, Enable Change Ammo
- Head Bobbing Options: Added strafe and jump bobbing options and you can now adjust the scale of how much the screen is tilted for each bobbing option.
- HUD Options: Automap Show Player, Automap Show Compass, Show All Health Stats (Shows health when you have Armor), Show Alt Ammo, Flash Intensity, Shake Intensity, Horizontal Positioning of the HUD.
- Graphic Options: Always Show Lens Flares, Antialiasing: SMAA, FXAA, FXAA Fast, Off
- Audio Options: Master Volume, Audio Output, Low-Pass Filtering, Enable Underwater Music, Ambient Environment Sounds
- Save file level names are now localized. The most recent save file is marked in green. The date displayed is now in the format yyyy/mm/dd hhmmss.
Fixes:
- Improvements to the font.
- Fixed animated textures skipping the first frame.
- Enemies that have been blown up into air are now able to fall off cliffs and float/sink in water.
- Fixed the red and orange Attack Robots from having a huge melee hit radius and removed their random explosion effect being spawned during certain animations.
- Reduced the frequency enemies will teleport and their animation is updated right away while teleporting in so you won't see them pop in for a frame at the start of their animation.
- Enemies that are waiting to be triggered can no longer be damaged or killed.
- Fixes to enemy headtracking.
- Simple shadows take into account the fog when they are drawn. Fixed shadows appearing briefly at the start of enemies dropping from the sky. Fixed shadows drawing on top of other shadows.
- The Purlins melee attacks no longer play ambient bird sounds.
- Enemies no longer stutter in place when they're in their initial animation and transition to a root motion animation.
- Enemies are no longer removed from the map if they can respawn when the player moves far away from them.
- Enemy grenades can impact more surface types instead of just disappearing on impact.
- Bosses are now affected by the difficulty setting and have a modifier for the damage they receive similar to regular enemies, to match the original version.
- Humvee can no longer be knocked back when damaged and will restore its death state animation correctly when respawning in the arena. The Humvee can be knifed again allowing (glitchless) knife only playthroughs. The wheels no longer spin forever when destroyed and certain sound file paths have been fixed with underscores instead of single quotes.
- Fixed Longhunter from being damaged during his non fight states.
- Restored Campaigners original behavior with the weapons that can damage him and what weapons get removed from the player. Additionally you will now see your weapons get taken from you and destroyed.
Plus more fixes
Due to the nature of the update change, we do regret that old save files will no longer work with the updated engine. You can go back to the Legacy version by opting into the Kex3 branch on Steam. However Steam Cloud has been disabled for the old version.
We hope you enjoy the update!
Daniel G.
Nightdive Studios
Hello Dinosaur Hunters! We have a small patch available now for Turok 1 '2.0' which addresses issues you all have been finding while playing. They are: NEW: 07/26/2018 - Borderless Windowed mode is now the default display mode for new users. This should fix black startup screens
Hello Dinosaur Hunters!
We have a small patch available now for Turok 1 '2.0' which addresses issues you all have been finding while playing. They are:
NEW: 07/26/2018 - Borderless Windowed mode is now the default display mode for new users. This should fix black startup screens for some users running from a fresh configuration file.
NEW: 07/26/2018 - Reverb fixed on Mac and GNU/Linux.
Fixed a few general crashes across Windows, Mac and GNU/Linux,
Fixed 'Purrdy Colors' cheat crash,
Updated Internal game 'clock' tick so the game will run at 60 FPS and not 59 FPS in some cases,
Editor Logging has been improved to help diagnose crashes,
Steam API has been updated,
Many other improvements.
This patch has been in the works for a while. Now that we have the patch out on Steam, the update should appear on the GOG version very shortly!
Happy hunting!
Daniel
Nightdive Studios
Hello Dinosaur Hunters, We've had the Turok '2.0' in Beta for a long time now, and we're finally ready to push it out for everyone to enjoy! There are a lot of changes under the hood for this one, a small list includes: Backporting of Turok 2 code into Turok 1, Many under-the-hoo
Hello Dinosaur Hunters,
We've had the Turok '2.0' in Beta for a long time now, and we're finally ready to push it out for everyone to enjoy!
There are a lot of changes under the hood for this one, a small list includes:
Backporting of Turok 2 code into Turok 1,
Many under-the-hood changes for Xbox intergration,
New DirectX 11 renderer,
Added original PC CD soundtrack option,
New time trial mode,
2 new achievements to bring the total up to 10,
Unlocked cheats are now saved,
Many many many more improvements.
Also, with this release, we are happy to announce that, working closely togather with 'Icculus', the Mac version of the game has received some much needed updates, and there is now a GNU/Linux version of the game! Both are available to everyone!
Be sure to grab a deal now as Turok is in the Steam Summer sale!
Check out Icculus' Patreon Page here > https://www.patreon.com/icculus
Have fun!
Daniel,
Night Dive Studios
Hello everyone! We're happy to announce today that a Linux and Steam OS build of Turok is now available on Steam, once again courtesy of Ryan 'Icculus' Gordon! Be sure to activate the Public Beta by accessing "Properties" from your Library by right-clicking the game's name, and t
Hello everyone!
We're happy to announce today that a Linux and Steam OS build of Turok is now available on Steam, once again courtesy of Ryan 'Icculus' Gordon! Be sure to activate the Public Beta by accessing "Properties" from your Library by right-clicking the game's name, and then navigate to the Betas tab where you can opt in.
http://store.steampowered.com/app/405820/
Be sure to check out Ryan's Patreon here as well.
https://www.patreon.com/icculus
It’s still weird to me that the company behind the revival and resumption of System Shock is also giving us re-releases of games like Turok 2: Seeds of Evil but hey, that’s the rich tapestry of the 1990s. Now Nightdive have announced that they’ll release the remaster of Iguana En
It’s still weird to me that the company behind the revival and resumption of System Shock is also giving us re-releases of games like Turok 2: Seeds of Evil [official site] but hey, that’s the rich tapestry of the 1990s. Now Nightdive have announced that they’ll release the remaster of Iguana Entertainment’s 1997 shooter on March 16th. This is Turok 2 expanded and rebuilt in a new engine, which means that yes, the claustrophobic distance fog has lifted. See for yourself in this new trailer: … [visit site to read more]
Today's Deal: Save 75% on Turok !* Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are! *Offer ends Thursday at 10AM Pacific Time
The new Level Editor for Turok allows users to create and modify maps, add new features, and build custom areas. Share your levels with the community and upload via the Steam Workshop! Full manual available.
The new Level Editor for Turok allows users to create and modify maps, add new features, and build custom areas. Share your levels with the community and upload via the Steam Workshop! Full manual available.
The new Level Editor for Turok allows users to create and modify maps, add new features, and build custom areas. Share your levels with the community and upload via the Steam Workshop! Full manual available.
The new Level Editor for Turok allows users to create and modify maps, add new features, and build custom areas. Share your levels with the community and upload via the Steam Workshop! Full manual available.
Rather than doing the obvious thing and crossing over with Star Trek to create Tuvok: Dinoborg Hunter, the next stage in the story of the none-more-90s shooter series is to tart up Turok 2. Turok 1 got the slap’n’tickle treatment not too long ago, but devout Turok Fans – no, let’
Rather than doing the obvious thing and crossing over with Star Trek to create Tuvok: Dinoborg Hunter, the next stage in the story of the none-more-90s shooter series is to tart up Turok 2. Turok 1 got the slap’n’tickle treatment not too long ago, but devout Turok Fans – no, let’s not judge – are holding out for the bigger, multiplayer-endowed sequel, Seeds Of Evil. Veteran remasterer-uppers Night Dive, who’ve also been giving System Shock a lick of paint lately, are on the case.
… [visit site to read more]
Hello everyone, A small update for Turok is now available. It should resolve the crashing experienced in the Mac OS when encountering the first "Purlin" monster in the game. The error wasn't causing the Windows version to crash but we fixed it anyway! Thank you for your patience
Hello everyone,
A small update for Turok is now available. It should resolve the crashing experienced in the Mac OS when encountering the first "Purlin" monster in the game.
The error wasn't causing the Windows version to crash but we fixed it anyway!
Thank you for your patience while we tracked the problem down.
Daniel,
Night Dive Studios.
Hello everyone, A small update for Turok is now available. It should resolve the crashing experienced in the Mac OS when encountering the first "Purlin" monster in the game. The error wasn't causing the Windows version to crash but we fixed it anyway! Thank you for your patience
Hello everyone,
A small update for Turok is now available. It should resolve the crashing experienced in the Mac OS when encountering the first "Purlin" monster in the game.
The error wasn't causing the Windows version to crash but we fixed it anyway!
Thank you for your patience while we tracked the problem down.
Daniel,
Night Dive Studios.
Hello Turok fans. We are happy to announce that the Mac OS X version of Turok: Dinosaur Hunter is now available for purchase! Not only does the Mac version come with the latest update (Update #3) but we're putting out that same update for Windows too! Here are the patch notes: Mu
Hello Turok fans.
We are happy to announce that the Mac OS X version of Turok: Dinosaur Hunter is now available for purchase!
Not only does the Mac version come with the latest update (Update #3) but we're putting out that same update for Windows too!
Here are the patch notes:
Music system now uses SDL_Mixer (addresses a lot of issues and bugs with the current music playback thread)
Fixing a bug for flying insects making sounds while regenerating
Fix for respawning on levels that's not tied to hubs
Fix critical heap corruption error when loading the splash screen
Prevent crash if walking into secret sector but map isn't tied to a hub
Collision tweaks and optimizations. Ensure objects stay inside sectors and somewhat improved wall radius collision detection.
Default to default RHI shader during material initialization. Prevents random crashes from occurring.
Setting up system for workshop support and user mods.
In other news, we have been very busy behind the scenes getting the editor and workshop support available to you guys to play around with and create your own stuff. It should be available very soon.
If you encounter any problems with the Mac OS X build, be sure to leave us a note describing the problem in this forum thread and we'll look into it.
http://steamcommunity.com/app/405820/discussions/0/412447613581671277/
Thanks for the continued support!
Daniel,
Night Dive Studios.
Hello Turok fans. We are happy to announce that the Mac OS X version of Turok: Dinosaur Hunter is now available for purchase! Not only does the Mac version come with the latest update (Update #3) but we're putting out that same update for Windows too! Here are the patch notes: Mu
Hello Turok fans.
We are happy to announce that the Mac OS X version of Turok: Dinosaur Hunter is now available for purchase!
Not only does the Mac version come with the latest update (Update #3) but we're putting out that same update for Windows too!
Here are the patch notes:
Music system now uses SDL_Mixer (addresses a lot of issues and bugs with the current music playback thread)
Fixing a bug for flying insects making sounds while regenerating
Fix for respawning on levels that's not tied to hubs
Fix critical heap corruption error when loading the splash screen
Prevent crash if walking into secret sector but map isn't tied to a hub
Collision tweaks and optimizations. Ensure objects stay inside sectors and somewhat improved wall radius collision detection.
Default to default RHI shader during material initialization. Prevents random crashes from occurring.
Setting up system for workshop support and user mods.
In other news, we have been very busy behind the scenes getting the editor and workshop support available to you guys to play around with and create your own stuff. It should be available very soon.
If you encounter any problems with the Mac OS X build, be sure to leave us a note describing the problem in this forum thread and we'll look into it.
http://steamcommunity.com/app/405820/discussions/0/412447613581671277/
Thanks for the continued support!
Daniel,
Night Dive Studios.
Hello to all you Turok fans out there! We have set Update #2 live on Steam now! It contains the following fixes: ChangeList (1.4.6 Patch #2) Fixed random sounds mysteriously relocating/repitching sfx Emulate the ceiling glide glitch found in original game Replaced all sounds of t
Hello to all you Turok fans out there!
We have set Update #2 live on Steam now! It contains the following fixes:
ChangeList (1.4.6 Patch #2)
Fixed random sounds mysteriously relocating/repitching sfx
Emulate the ceiling glide glitch found in original game
Replaced all sounds of the game with the N64 version of the game. Quality is actually significantly better than the original 1997 PC port
Fix back/exit button on joystick menu
Localization for hub key plaque messages
Add a fatal error call preventing crash for missing vertex attribute array support common to Win 8.1-10 default WDDM drivers missing OpenGL 2.0 support
Enemies can now be blown away while in the death state
Use generic spark for metal (robot) grunt subtypes when hit by knife
Green blood and non-blood support (toggled in violence options)
Localize extra life string
GPU memory optimizations and cleaner implementation of Bloom post process
Fixed light scatter post process for intel chipsets
Possible fix for multiple weapons showing at once
Fixed memory leak and flooding of nested kexParsers due to level scripts not being properly closed
Refactor cheats and add unlock of infinite lives when you get max lives
Support for hud opacity cvar
Do not allow picking up backpacks when you already have one
More fixes for preventing player from getting ejected into a room below him
Don't holster weapon when entering anti-gravity areas
Possible fixes to Mantis script logic
Fix a problem where campaigner will not stun if he is locked in a melee cycle
Special case checks for dealing with looping sounds played by sources
Warp hum and waterfall sounds now loop
Allow birds and monkeys be killed by particle accelerator because why not?
Make some wind sounds loop
Fix minigun/accelerator loop sound lock when holdstering
Fix particles randomly becoming black
Fixing tek arrow models
Please let us know how we are doing with these patches in the forums. Your feedback is very important to us!
Enjoy the update!
-Daniel
Night Dive Studios
Hello to all you Turok fans out there! We have set Update #2 live on Steam now! It contains the following fixes: ChangeList (1.4.6 Patch #2) Fixed random sounds mysteriously relocating/repitching sfx Emulate the ceiling glide glitch found in original game Replaced all sounds of t
Hello to all you Turok fans out there!
We have set Update #2 live on Steam now! It contains the following fixes:
ChangeList (1.4.6 Patch #2)
Fixed random sounds mysteriously relocating/repitching sfx
Emulate the ceiling glide glitch found in original game
Replaced all sounds of the game with the N64 version of the game. Quality is actually significantly better than the original 1997 PC port
Fix back/exit button on joystick menu
Localization for hub key plaque messages
Add a fatal error call preventing crash for missing vertex attribute array support common to Win 8.1-10 default WDDM drivers missing OpenGL 2.0 support
Enemies can now be blown away while in the death state
Use generic spark for metal (robot) grunt subtypes when hit by knife
Green blood and non-blood support (toggled in violence options)
Localize extra life string
GPU memory optimizations and cleaner implementation of Bloom post process
Fixed light scatter post process for intel chipsets
Possible fix for multiple weapons showing at once
Fixed memory leak and flooding of nested kexParsers due to level scripts not being properly closed
Refactor cheats and add unlock of infinite lives when you get max lives
Support for hud opacity cvar
Do not allow picking up backpacks when you already have one
More fixes for preventing player from getting ejected into a room below him
Don't holster weapon when entering anti-gravity areas
Possible fixes to Mantis script logic
Fix a problem where campaigner will not stun if he is locked in a melee cycle
Special case checks for dealing with looping sounds played by sources
Warp hum and waterfall sounds now loop
Allow birds and monkeys be killed by particle accelerator because why not?
Make some wind sounds loop
Fix minigun/accelerator loop sound lock when holdstering
Fix particles randomly becoming black
Fixing tek arrow models
Please let us know how we are doing with these patches in the forums. Your feedback is very important to us!
Enjoy the update!
-Daniel
Night Dive Studios
Here’s a thing – I’ve never played a Turok game before. Despite living in a late 90s university hovel with the requisite N64, for some reason it was a cartridge I never put in. And I haven’t caught up since. So seeing Night Dive’s remastering of Turok: Dinosaur Hunter was out, it
Here’s a thing – I’ve never played a Turok game before. Despite living in a late 90s university hovel with the requisite N64, for some reason it was a cartridge I never put in. And I haven’t caught up since. So seeing Night Dive’s remastering of Turok: Dinosaur Hunter [official site] was out, it made sense to fill that rather large gap in my knowledge. Gosh, Turok’s rather good, isn’t it?